Games Live Streaming - Malaysia

  • Malaysia
  • Revenue in the Games Live Streaming market is projected to reach US$80.27m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.93%, resulting in a projected market volume of US$112.20m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 11.0m users by 2029.
  • User penetration will be 22.6% in 2024 and is expected to hit 30.3% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$10.27 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Malaysia has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming.

Customer preferences:
Gamers in Malaysia are increasingly turning to live streaming platforms to watch and interact with their favorite games. This trend is fueled by the desire for real-time engagement and the opportunity to learn from and connect with expert players. The convenience of being able to watch games from anywhere and at any time is also a key driver of customer preference for live streaming.

Trends in the market:
One of the key trends in the Games Live Streaming market in Malaysia is the rise of local streamers and content creators. Malaysian gamers are increasingly interested in watching and supporting local talent, which has led to the emergence of popular Malaysian streamers who have gained a significant following. This trend is further supported by the growing number of gaming events and competitions in the country, which provide opportunities for local streamers to showcase their skills. Another trend in the market is the increasing integration of live streaming platforms with social media. Many live streaming platforms now allow users to share their gaming experiences on social media platforms such as Facebook and Twitter, which helps to further expand the reach and influence of live streaming content. This integration also facilitates the growth of gaming communities and allows for greater interaction and collaboration among gamers.

Local special circumstances:
One of the unique aspects of the Games Live Streaming market in Malaysia is the strong presence of mobile gaming. Malaysia has one of the highest mobile penetration rates in Southeast Asia, and mobile gaming is extremely popular among Malaysians. This has led to the development of mobile-focused live streaming platforms and the rise of mobile gaming influencers who cater to the specific preferences of mobile gamers.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Malaysia is also influenced by underlying macroeconomic factors. The increasing internet penetration rate and the availability of affordable high-speed internet have made it easier for Malaysians to access live streaming platforms and engage with gaming content. Additionally, the rising disposable income and the growing middle class in Malaysia have contributed to the increased demand for gaming and entertainment experiences, including live streaming. In conclusion, the Games Live Streaming market in Malaysia is experiencing significant growth due to changing customer preferences, the rise of local streamers, the integration of live streaming platforms with social media, the strong presence of mobile gaming, and underlying macroeconomic factors. As the market continues to evolve, it is expected that live streaming platforms and content creators will continue to play a key role in shaping the gaming landscape in Malaysia.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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